![]() Architect champ, Giant Sludge and Shadoweater. I just did Pain Train on first try with Umbra/Melting. I think I eventually killed seraph in three rounds with the hilarious consequences of a holdover slotted imp-olate (does 15x every imp in your deck. ![]() I went with architect Umbra solely so I could abuse this combo since doubling your champion AND adding +4-8 floor space lets you massively stack floors one and three, allowing you to completely ignore the middle floor. Normally this guy duplicates any morsel that's placed on the floor, but when every unit counts as every type, it basically means that he duplicates any unit you place on his floor. Well, there's one unit that pretty much breaks this challenge in half - the umbra "Morselmaster". Two for one (get two copies for every card you draft) Hivemind (friendly units count as all subtypes) The easiest COV 25 challenge is definitely Resin removal was pretty important here too, to clear stealth from all the minor bosses.īasically I set up level one with a Titan Sentry and a Wickless Baron, then the 2nd floor would be flicker and my other baron, with my thug and random totems/mages on the top floor to clean up whatever made it that far. After getting both a memorial fund and picking up an early multi-striking Paraffin thug (wisely slotting a heartstone first to keep him from dying to spikes), I had a lot of extra gold to spend. How I beat it: It was a lot of the same strategy as I used with Arcane focus, Remnant main and Stygian Guard allied with Dark accumulator Flicker as my champion. This was a pretty huge boost that made one of the more difficult challenges a lot easier. Having your deck stacked with deadweights is pretty harsh, but I happened to snag an abandoned stave event early on, which meant I instantly started to generate 7 ember per round (it rounds up, i guess?). I'll admit, I got really lucky on this run. Minor Bosses have stealth 5 (all of the bosses except daedalus, fel and seraph) ![]() Losing a unit to permadeath after sinking 200+ gold into upgrades pretty much means the end of the run. I picked the clan combo because I knew the most important thing was having a small number of very large, very powerful units that you could keep from dying at all costs. I think I had at least one double-stacked one-horn tome, too, taking advantage of the power of the big sludge harvest. I had very few units and relied a lot on remnant spells with hellhorned armor buffs. I can't seem to find this run in my history for some reason, or I would post it here. How I beat it: The trick to this one as I remember was making use of dripfalls and the hellhorned champions "wrathful" path by having him tank the middle floor while sticking big sludges with endless behind him. Permadeath (units that die are purged from your deck) Flicker starts to get a little nuts when you can stack +12dmg/+60 hp per turn from the remnant host and draff deaths. I originally picked remnant so I could make use of resin removal to clear dazed, but I never ended up drawing one.ĭark Accumulator Flicker + endless remnant hosts is basically the summary. How I beat it: I did it using Remnant main with Stygian Guard as allied clan and went for Flicker's Harvest path, basically tossing out fodder units to keep him alive long enough to break dazed and reach boss killer power. Dazed 2? Really? Was dazed 1 not brutal enough? The spell weakness applied to every enemy seems like it would be a lot more useful than it actually is, since you have to actually have decent spells to make use of it. Being able to purchase upgrades helps a weak run immensely, and even a strong start will crash a lot of the time if you can't upgrade your spells or units. It wouldn't have been quite so bad if it wasn't for the added gold penalty, but having zero money makes it that much more obvious how crucial gold is to a successful run. ![]() I cannot even begin to express how frustrating it is to play units that don't do anything for half of a battle, and with the COV penalty that adds ANOTHER stack of dazed for the top level, good luck defending the top floor if you don't stack it on the first turn. In my opinion the hardest by FAR was "Arcane Focus" which causes all of your units to start with Dazed 2 and halves your gold. I am at 12/15 currently and I think I have beaten all of the most difficult ones, which are "Arcane Focus", "Evil Eyes", and "Extra Pain Train".
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